
Oh and one thing before we get started - unless I say otherwise these bonuses STACK* with any other bonuses you can get that is e.g. Veterancy, bonuses provided by cover, other abilities/upgrade effects, command auras etc.
* bonuses stack MULTIPLICATIVELY.
1=100%; If a bonus says "take 20% less damage" and other bonus says "take 15% less damage" then the result is NOT (-20%-15%) -35%, but it is "0.8*0.85=0.68" which means 32% less damage.
USA:
- Phosphorus shot (M24 Chaffee): Target has lowered accuracy and movement speed by 90%
Supply Yard: MP upkeep of all units reduced by 25% (this bonus is gained once the building is finished)
- 1st upgrade: MP upkeep further reduced by 28.5% (-46.375% in total)
- 2nd upgrade: MP upkeep further reduced by 28.5% (-61.659% in total)
- 3rd upgrade (Armor doc only): Fuel upkeep reduced by 33%
Weapon Support Center:
- Upgraded Bazookas (Infantry doc only): Increases penetration against tanks (effect differs based on target)
- AP Straffing run (Airborne doc only): Straffing run now uses AP bullets so it can destroy Halftracks, Armored cars, Marders, Hummels and other lightly armored targets (applies to Straffing raid called from AB HQ too)
- Sandbags I (Armor doc only): Shermans (M4, 76(W), E8, Crocodile, Calliope, ) gain +10% HP
- Sandbags II (Armor doc only): Shermans (76(W), E8) are harder to penetrate by 15% AND are 25% slower
Infantry doctrine:
Infiltration ranger's "Stun Grenade" - soldiers hit in the blast radius cannot mover nor shoot for 10 seconds. Applies to individual soldiers, not whole squad.
Assault Enginner's "Concussion grenade" - in the open a bit weaker against infantry than normal grenade but very deadly against infantry garrisoned in neutral buildings.
Ranger training (Infantry doc unlock):
- "basic" rangers: +10HP, gained experience: +50%
- Infiltration rangers: gained experience: +50%; allows them using Stun grenades and Grenade volley; replaces Sticky bombs with Satchel charges
Update 4.9.8:
- Ranger .30cal squad (deployed from Ranger truck): +10HP, gained experience: +50%
- CQB squad: +10HP, gained experience: +50%
AB doctrine:
"Massive attack" (ability in AB HQ with an Eagle icon) - All airborne units in radius of 60 get:
- Cooldown: -40% (delay between shots reduced = shoot faster)
- Weapon reload time: -50%
- Weapon damage: +20%
- Received accuracy: +50% (easier to hit)
Lasts 20 seconds.
Airborne training:
- all airborne units take 25% less damage and gain such amount of XP they gain immediately Vet level1
CW:
- Heroic Charge (Lieutenant): All infantry in area of "15" gets for 15 seconds:
- damage taken -25%
- delay between shots -50%
- removed any current suppression
- harder to suppress by 80%
After 15 seconds they get for 15 seconds:
- delay between shots +200%
- reload time +200%
- length of burst -50%
- Button vehicle (Tommies with Brens): Targeted vehicle gets for 20 seconds:
- lowered sight range by 99%
- Disabled weapons
- Acceleration speed -70%
- Decelaration speed +200%
For 14 seconds:
- Maximum speed lowered by 70%
Add treads on Firefly (Firefly unit upgrade):
- the tank is harder to penetrate by 20%
RAF:
- Commandos offensive unlock: commandos get suppressed 15% slower, gain enough XP for one level
- Commandos defensive unlock: commandos units receive -25% damage, gain enough XP for one level
RE:
- Improved command trucks (unlock): Trucks produce units 15% faster, move 50% faster and receive 25% less damage
- Improved emplacements (unlock): all emplacements gain +25% HP
- Hulldown position (unlock): vehicles in Hulldown position gain:
- harder to penetrate by 15%
- take 25% less damage
- harder to hit by 15%
- Sapper training II: RE sappers take 25% less damage and enough XP for one level
Wehrmacht:
Officer's "Supervision" ability: For as long as the building is under Supervision all units/upgrades in it have build time reduced to half (so normally KT takes 150 seconds to build, when supervised your KT will be built in 75 seconds)
StuGIII "Assault" ability: All Grenadiers and Stormtroopers in radius of "20":
- take 30% less damage
- are 75% harder to suppress
Skirts upgrade for various tanks:
- changes armor type for the unit which makes the vehicle harder to penetrate (usually by 5-10% depending on the weapon shooting at the vehicle)
- changes "critical armor" type to one that makes the tank less probable to get certain critical hits (engine damage/destroyed or detracked - again depends on the weapon shooting at the tank)
Def doc:
Defensive training: All your infantry which is in yellow or green cover:
- takes 15% less damage
- are 20% harder to hit
- are 75% harder to suppress
(These bonuses stack with the bonuses provided by cover or any other buffs e.g. bonuses from "For the Fatherland")
For the Fatherland: For 30 seconds all your infantry in own connected sectors:
- removed any suppression from them
- take 30% less damage
- are 20% harder to hit
- are 75% harder to suppress
(Bonuses stack with other buffs)
Pioneer defensive training: Pioneers gain: +20HP and +50% more experience (level up faster)
Improved emplacements: All emplacements gain +25% HP
Blitzkrieg:
- Blitzkrieg tactics (unlock to the left from Stormtrooper training): For 30 seconds all your:
- tanks and vehicles:
- can crush high bushes (applies only to tanks)
- delay between shots reduced by 50% (turns Ostwind into high-calibre MG42

- maximum speed increased by 50%
- weapons reload 25% faster
- weapon accuracy is 25% lower
- infantry: - get suppressed 50% harder
- delay between shots -25%
Stormtrooper training: All stomtrooper units take -25% damage
Heroic assault (can be used by Stormtrooper command squad):
On Stormtrooper units in radius of "15" for 15 seconds:
- cancels all supression
- take 80% less supression
- delay betwen shots reduced by 50%
- take 25% less damage
- move faster (to move as fast as possible they do not return fire while moving)
Penalty for next 15 seconds:
- delay between shots increased by 200%
- reloading takes 200% longer
- busts are 50% shorter
- move slower
Resource blitz: Gain immediately 900MP but for next 3minutes your MP income is decreased by 50%
Terror:
- Inspired assault: All your infantry for 20 seconds:
- delay between shots -40%
- weapons reload 50% faster
- damage dealt +20%
- easier to hit by 50%
- Zeal: Your Grenadiers and Volks gain:
- when they have less than 6 soldiers in the squad:
- take 5% less damage
- are 15% harder to suppress
- are 10% more accurate
- when they have less than 4 soldiers in the squad:
- take 5% less damage
- are 25% harder to suppress
- are 10% more accurate
- delays between shots -25%
- when they have less than 3 soldiers in the squad:
- any suppression on the squad is canceled
- take 10% less damage
- are 25% harder to suppress
- are 15% more accurate
- delays between shots -75%
- weapon reloads 25% faster
- any suppression on the squad is canceled
(Each level stacks with previous)
Panzer Elite:
Infantrieunterun...Infantrieunterstu...just that small building with upgrades:
- Supplies: Infantry in your HQ sector will passively heal and cooldown on their abilities is reduced by approximately 90%. Also if you transform any neutral building into "Reinforcement point" this building will heal soldiers around too.
- Field Craft: Panzer Grenadiers, Assault Grenadiers and Tank-busters capture sectors 67%faster
- Veteran Sergeant: Panzer Grenadiers, Assault Grenadiers and Tank-busters are 25% harder to suppress and gain experience 25% faster
Luft:
- Gebirgsjäger defensive bonus (they have it by default):
- take 15% less damage
- are 20% harder to hit
- are 75% harder to suppress
- Fallshirm training: Gebirsgs and Reg5 gain amount of XP which gives them automatically 1st Vet level, they take 25% less damage and Reg5 gain defensive bonus in cover.
Reg5 defensive aura:
- take 5% lebonusesss damage
- are 10% harder to hit
- are 75% harder to suppress
(In order to gain bonuses, Reg5 need to be in cover AND stand still)
Tank-hunter:
- Tank awareness: Your Pgrens and Tank-busters can detect tanks in FoW (you will see them on mini and tactical map)
- Zimmerit: All your tanks and tank hunters take 25% less damage.
- Double AT effort: Your Tank busters get second Panzerschreck and use "Panzerfaust 100" instead of "Panzerfaust 60". Your infantry capable of using "AT grenades" will throw two grenades instead of one.
- Tank-buster training: Tank-busters gain enough amount of XP to gain vet level 1; they can use "HHL3" ability
Command auras will come later.
I am almost sure that I missed something so in case you want to know what some ability which is not covered here does, ask and I will add it
